Client-side jitter when server-side teleporting a moving object

  1. What do you want to achieve?
    I’m making a sort of ‘infinite runner’ game. To achieve an ‘infinite map’, I loop the player back to an earlier part of the map in order to give the illusion that the player keeps going forward.

  2. What is the issue?
    The player is controlling themselves using a client-side boat and physics (VectorForce). Due to the server and client having a delay between physics updates, whenever I update the client’s Z position on the server, it causes a noticeable ‘rubberband’ on the client.

Any ideas on how I can mitigate this slight “Jitter”?

Attached is a video of the jitter in question. Notice me rubberbanding backwards at some point (that’s when I teleport the boat backwards to loop the map.)

You could procedurally generate the map instead of teleporting the client backwards. Other than that you could just send a signal from the server to teleport the client back via a client script.

I don’t want to procedurally generate the map, since then I fear I will run into floating precision issues if the player gets too far.